How to avoid violating energy conservation when making shaders and node groups?
It is impossible to say whether the groups you show conserve energy, because whether or not they conserve energy depends on what values you send them, and they don't output shaders anyways.
If you want to conserve energy, and you don't want to clamp unless you have to, there are only various things to know:

If you send a shader a color outside of the 0,1 range of color, you probably don't conserve energy.
If you use emission, you don't conserve energy.  (Emission creates energy from nothing.)
If you use an add shader node, you probably don't conserve energy.
If you use specular values outside of the 0,1 range in a principled shader, you probably don't conserve energy.
If you use sheen or clearcoat in a principled shader, you probably don't conserve energy.  (Not 100% sure about sheen, but 100% sure about clearcoat.)
If you send a mix shader a fac outside the 0,1 range, you probably don't conserve energy.

That's a lot of &quot;probably&quot;s.  Because there are corner cases.  Is it safe to add shader a 1,0,0 diffuse to a 0,1,1 diffuse?  Yes.  Because the output cannot exceed 1,1,1.  Is it safe to add 0.1 clearcoat to a 0.9 diffuse principled?  Yes, because the output cannot exceed 1,1,1.  Is it safe to mix shader a 0.5 diffuse shader at fac 2.0 from a 0.0 diffuse shader?  Yes, because you cannot exceed 1,1,1.
I'm sure I could have missed some examples.